Code:
#==============================================================================
# ** Game_Screen with Multiple Weather Support
# ** Edit by OS
#------------------------------------------------------------------------------
# This class handles screen maintenance data, such as change in color tone,
# flashing, etc. Refer to "$game_screen" for the instance of this class.
#==============================================================================
class Game_Screen
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :tone # color tone
attr_reader :flash_color # flash color
attr_reader :shake # shake positioning
attr_reader :pictures # pictures
attr_reader :weathers # weather types and respective powers
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@tone = Tone.new(0, 0, 0, 0)
@tone_target = Tone.new(0, 0, 0, 0)
@tone_duration = 0
@flash_color = Color.new(0, 0, 0, 0)
@flash_duration = 0
@shake_power = 0
@shake_speed = 0
@shake_duration = 0
@shake_direction = 1
@shake = 0
@pictures = [nil]
for i in 1..100
@pictures.push(Game_Picture.new(i))
end
#Weathers = [[weather_type,weather_max],[etc.]]
@weathers = [[0,0.0],[0,0.0]]
@durations = [0,0]
@weather_type_target = 0
@weather_max_target = 0.0
@weather_duration = 0
end
#--------------------------------------------------------------------------
# * Start Changing Color Tone
# tone : color tone
# duration : time
#--------------------------------------------------------------------------
def start_tone_change(tone, duration)
@tone_target = tone.clone
@tone_duration = duration
if @tone_duration == 0
@tone = @tone_target.clone
end
end
#--------------------------------------------------------------------------
# * Start Flashing
# color : color
# duration : time
#--------------------------------------------------------------------------
def start_flash(color, duration)
@flash_color = color.clone
@flash_duration = duration
end
#--------------------------------------------------------------------------
# * Start Shaking
# power : strength
# speed : speed
# duration : time
#--------------------------------------------------------------------------
def start_shake(power, speed, duration)
@shake_power = power
@shake_speed = speed
@shake_duration = duration
end
#--------------------------------------------------------------------------
# * Set Weather
# type : type
# power : strength
# duration : time
#--------------------------------------------------------------------------
def weather(type, power, duration=20, id=-1)
@weather_type_target = type
if @weather_type_target != 0
index = id == -1 ? empty_index : id
@weathers[index][0] = @weather_type_target
end
if @weather_type_target == 0
@weather_max_target = 0.0
else
@weather_max_target = (power + 1) * 4.0
end
@durations[index] = duration
if @durations[index] == 0
@weathers[index][0] = @weather_type_target
@weathers[index][1] = @weather_max_target
end
end
#--------------------------------------------------------------------------
# * Empty Index
#--------------------------------------------------------------------------
def empty_index
for i in 0..@weathers.size - 1
if @weathers[i][0] == 0
return i
end
end
return 0
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @tone_duration >= 1
d = @tone_duration
@tone.red = (@tone.red * (d - 1) + @tone_target.red) / d
@tone.green = (@tone.green * (d - 1) + @tone_target.green) / d
@tone.blue = (@tone.blue * (d - 1) + @tone_target.blue) / d
@tone.gray = (@tone.gray * (d - 1) + @tone_target.gray) / d
@tone_duration -= 1
end
if @flash_duration >= 1
d = @flash_duration
@flash_color.alpha = @flash_color.alpha * (d - 1) / d
@flash_duration -= 1
end
if @shake_duration >= 1 or @shake != 0
delta = (@shake_power * @shake_speed * @shake_direction) / 10.0
if @shake_duration <= 1 and @shake * (@shake + delta) < 0
@shake = 0
else
@shake += delta
end
if @shake > @shake_power * 2
@shake_direction = -1
end
if @shake < - @shake_power * 2
@shake_direction = 1
end
if @shake_duration >= 1
@shake_duration -= 1
end
end
for i in 0..@weathers.size - 1
if @durations[i] >= 1
d = @durations[i]
@weathers[i][1] = (@weathers[i][1] * (d - 1) + @weather_max_target) / d
@durations[i] -= 1
if @durations[i] == 0
@weathers[i][0] = @weather_type_target
end
end
end
if $game_temp.in_battle
for i in 51..100
@pictures[i].update
end
else
for i in 1..50
@pictures[i].update
end
end
end
end
Any ideas?